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Backstory Cards: Distant Worlds
by Peter J. [Verified Purchaser] Date Added: 08/23/2023 02:54:31

I ordered the PDF and physical cards, and am impressed with the quality of the physical cards, but am very disappointed that the "New Tags" card and the three "Using Expansions" cards in the PDF were NOT among the printed cards. (And yes, I copied and pasted this review for all three expansions that I have purchased as they are all this way.)



Rating:
[4 of 5 Stars!]
Backstory Cards: Distant Worlds
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Backstory Cards: Unseen Threats
by Peter J. [Verified Purchaser] Date Added: 08/23/2023 02:54:13

I ordered the PDF and physical cards, and am impressed with the quality of the physical cards, but am very disappointed that the "New Tags" card and the three "Using Expansions" cards in the PDF were NOT among the printed cards. (And yes, I copied and pasted this review for all three expansions that I have purchased as they are all this way.)



Rating:
[4 of 5 Stars!]
Backstory Cards: Unseen Threats
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Backstory Cards: Wicked Shadows
by Peter J. [Verified Purchaser] Date Added: 08/23/2023 02:53:53

I ordered the PDF and physical cards, and am impressed with the quality of the physical cards, but am very disappointed that the "New Tags" card and the three "Using Expansions" cards in the PDF were NOT among the printed cards. (And yes, I copied and pasted this review for all three expansions that I have purchased as they are all this way.)



Rating:
[4 of 5 Stars!]
Backstory Cards: Wicked Shadows
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Backstory Cards
by Erik H. [Verified Purchaser] Date Added: 09/21/2022 02:58:32

This is great, just buy them! I used it while introducing two new players to roleplaying along with a group of players who have experience. I did it for a short campaign and it is just a blast. It really gets new players into actually roleplaying in the game, as using theese cards sort of puts them in the right mindset. Lets them act out their characters a bit before the game starts.

I highly recomend getting and reading "Backstory Cards: Techniques Guide". It is free and gives great tips on how to get the most use out of theese cards. A good tip is to leave the setting elements somewhat open, that way, the players get to build your world with you.



Rating:
[5 of 5 Stars!]
Backstory Cards
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Backstory Cards
by Darth Z. [Verified Purchaser] Date Added: 01/12/2020 00:15:57

I can't imagine doing Session 0 without these cards. In my top 10 of "GM's must have tools". Regardless if it is Fantasy, Sci-fi, etc. they are essential and facillitate quick, collaborative, character connections.

A gem to have. Be sure to get printed ones. Having the physical cards are worth it.



Rating:
[5 of 5 Stars!]
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Bulldogs! (d20 Edition)
by David D. [Verified Purchaser] Date Added: 04/17/2018 00:21:18

40 pages of setting. 160 pages of d20 rules. A by-the-book d20 product

A very small basic setting.

A large cast of playable species mainly drawn from tolkien (space elves! space dwarves! space orcs! space drow!) or beastmen. A few of the species were suitably 'alien' for a more serious scifi game.

A collection of action oriented classes in classic d20 fashion. Don't look for scientists or diplomats here. Just lots of fighters and rogues. Each with their own wacky class features and speciifc combat niche to fill.

Basic equipment and starship rules

A few ideas on how to run pulp space adventures

The PDF is NOT bookmarked. Mostly black and white, but a few colour pieces. Excellent art quality throughout.



Rating:
[3 of 5 Stars!]
Bulldogs! (d20 Edition)
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Bulldogs! Fate Core Edition
by Lee A. [Verified Purchaser] Date Added: 09/15/2017 14:46:31

I love this game so far. It's such a novel concept.



Rating:
[4 of 5 Stars!]
Bulldogs! Fate Core Edition
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Backstory Cards: Distant Worlds
by Blake H. [Verified Purchaser] Date Added: 02/22/2017 15:00:56

So I had already purchased the original Backstory Cards, which seemed pricey but were pretty decent in play. Since I'm currently running a space opera game using Uncharted Worlds, I thought I'd try these.

There are fifteen new cards, a two-page PDF. For a $5.00 price point, I'd have thought there'd be more meat. The cards themselves are OK, but not that amazing or creative. This is a $1.99 product at best. I see now that they've marked down the price on the physical deck + PDF to $5.00, which might still be high, but does me no good. As it is, I feel ripped off. Caveat emptor.

My recommendation is to skip this one and any other Backstory Card supplements at this price point.



Rating:
[2 of 5 Stars!]
Backstory Cards: Distant Worlds
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Creator Reply:
Hi Blake, Thanks for your review. It looks like we made a mistake in pricing the extension cards' PDF. I'm fixing that now in the DTC system, and I'd like to make it up to you. I'll send you a refund, or a copy of the physical cards. Your choice. Just send a note to support@brooklynindiegames.com. -Tim
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Spacenoir: A Bulldogs! Technoir Transmission
by Dave L. [Verified Purchaser] Date Added: 01/27/2017 20:28:44

Spacenoir: A Bulldogs! Technoir Transmission, is a good and consice small game module, with all you need to play the game. I like it and give it 10/10.



Rating:
[5 of 5 Stars!]
Spacenoir: A Bulldogs! Technoir Transmission
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Backstory Cards
by Tim P. [Verified Purchaser] Date Added: 08/16/2016 02:42:56

Far from a new idea, but perhaps the best executed I have seen so far. With a few exceptions we found the cards to be exactly right in directed vs. choice balance. In other words, the cards give exactly enough guidance to get the creative juices flowing. The rules recommend you skip cards that don't make sense, and I would even suggest GM's prune the cards before use to take out the ones that they don't think will fit.



Rating:
[5 of 5 Stars!]
Backstory Cards
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Backstory Cards
by Robert S. [Verified Purchaser] Date Added: 04/05/2016 16:43:42

Works as intended. Great for weaving backstory and creating hooks for future adventures. Builds player investment in the story and the characters.



Rating:
[5 of 5 Stars!]
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Bulldogs! Fate Core Edition
by Brian T. [Verified Purchaser] Date Added: 01/23/2016 17:11:41

All you need to start a rollicking sci-fi epic in FATE, using either the setting provided, or as a basis for your own adventures.

I appreciated how it gave you the building blocks to make your own races, and build on a deep, but not overly complicated system.

My only criticisim would be to echo the wish that the PDF had bookmarks in it to get to the major sections quickly.

I'm looking forward to FATE Core suppliments to this setting when they come out in PDFs, especially the Ports of Call planet book to save some time in generating additonal setting, but there's really quite a lot you can do just with this book alone.



Rating:
[5 of 5 Stars!]
Bulldogs! Fate Core Edition
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Bulldogs! Fate Core Edition
by Pierre S [Verified Purchaser] Date Added: 12/01/2015 17:03:06

Bulldogs! is a reworked version of a previous release for FATE version 3, re-released for Fate Core (there was also a d20 version). It is a game centered on the Bulldogs, space truckers for the TransGalaxy corporation involved in hauling Class D cargo in aging rust-bucket freighters, the shipments nobody else wants to take. Characters sign on with TransGalaxy for 5 years, and ply the space-lanes in a galaxy far, far away, in the wild Frontier Zone straddling the democratic but ruthless Union of the Saldralla and the theocratic Devalkamanchan Republic.

Bulldogs! is complete with Fate rules included, but the presentation may be a bit back-to-front. In exposing how a character is constructed, some Fate features may not be immediately explained, so people totally new to Fate reading this might need to flip through some pages and get things straight before making choices for their character's Aspects, Skills and Stunts.

Characters can be of 10 principal alien species: human-like Arsubarans, intelligent Robots, and 8 more, which were well-written and not just humans in funny costumes. Each species has species aspects and special abilities which cost Refresh points. Attitudes and sample names round out each description. Guidelines are also given to create your own species.

Characters cannot be created without first considering the TransGalaxy Ship they are in, and their Captain (usually but not always an NPC). Characters have 7 starting Aspects, but two are reserved for Aspects relating to your species heritage, one is tied to your the reason why you signed with TransGalaxy (which is your "Trouble" in this game), one to your relationship to your Captain, and two more Aspects resulting from how you "crossed paths" with Crewmates. Characters have a whopping 6 Refresh (but less if you pick a species with lots of inherent abilities, or if you want more than 2 Stunts or 2 Gear points.) Money is abstracted by 10 Credit boxes for major purchases -- but as a Bulldog, you have 9 of those checked, meaning you are in the debt of TransGalaxy principally.

The "dials" of these Fate Core rules are set up for bold action. There are 4 Conditions each with its own kind of Stress track: Winded, Angry, Stunned and Broken. Using up a track will lead to a Consequence related to that Condition, and depending on the level the Consequence may take some time to remove. Armor is in Mild (-2), Moderate (-4) or Severe (-6) varieties, obviously built to absorb stress of those magnitudes. Energy shields can be added to absorb even more as well. Weapons have light, medium and heavy categories and, depending on their category, can "bypass" one or more lower Conditions to deal Stress on a higher track. So weapons and armor can be powerful science-fiction tropes but operating on a soft, squidgy being who doesn't have much inherent defense. Like I said, a game built for bold, swashbuckling rock 'em sock 'em action.

There follows a standard discussion of Fate rules, a slightly reworked list of 18 Skills, and a discussion of Stunts appropriate to each Skill and the setting's style. Gear is covered: equipment meant to rise above the mundane, with information on creating your own and figuring out the gear's worth in Gear Points. Spaceship rules and combat are described. TransGalaxy is paying for your ship, fuel and basic maintenance, but refuses to pay for your adventurous "excursions" or ammo for combat or anything else you might have to do despite company policy! Larger categories of spaceships have more of the lesser Stress Tracks, and their powerful weapon categories can again "bypass" the lower Stress tracks of enemy ships. There follows information about Conflict design (including villains and their minions), and tying them together to make lengthy Adventures. A couple of pages on setting up campaigns with other kinds of characters rounds out the book.

All told, this is a strong, action-oriented Fate game with colourful aliens and working-stiff ethic!



Rating:
[5 of 5 Stars!]
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Backstory Cards
by John C. [Verified Purchaser] Date Added: 08/19/2015 07:54:39

These are cool inspirational cards (and a page or so of rules) to get your game flowing. I feel they're a little pricey for a 7 page PDF, especially when you don't get a card back image to brighten your printout.

They're laid out 9-up on a page so it's a simple print, cut, slot into deck protectors and shuffle.

You can use them either to get the creative juices flowing while you're creating characters - like an expanded version of the "This is your connection to the other PCs" options in Numenera and The Strange. I think I'm going to use them in play - players each get a hand of 3 and they can use them to flesh things out as play progresses and we're thinking of doing flashbacks.

I wanted to get in on these when the Kickstarter was running but I must've missed the digital option - international shipping was prohibitively expensive. It still is on playing card type products. RPGNow please source a printer in Europe who can do these for you!



Rating:
[4 of 5 Stars!]
Backstory Cards
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Astrozombies Must Die!: A Bulldogs! Adventure Scenario
by Paul B. [Verified Purchaser] Date Added: 04/23/2013 04:16:47

Astrozombies Must Die! provides a quick fix adventure for someone looking to fill a single session. I ran a game of it in about 2-hours with some snipping of the content, so you could easily make it 3 - 4 hours - which makes it perfect for a convention demo. While written for the Fate driven Bulldog! system, the adventure will work with any flavour of Fate (or Fudge for that matter) - I used Fate Accelerated.

The adventure presents a premise and a loose structure of how the player characters can get from the start, out to the stranded ship, then slowly uncover what happened and the threat standing between them and returning the cargo to it's rightful owner. The game includes stats for the Astrozombies, their Captain and Engineer - in four different flavours of increasingly power and difficulty to handle. I ran with the Fresh Meat (the lowest), but would have opted for Trouble or greater if I had more than 2 hours to spare. It means you can adapt to your group size, expertise with Fate, and desire for challenge.

One added bonus - I found the cover illustration really handy as a prop. I printed it out, used tacky glue to apply to cardboard (from a cereal box) and then cut it out as a standee. When the Astrozombies reveal themselves to the characters for the first time - voila! - you have a visual reference so that they know what they're up against (though the descriptions in the text reverse the way the image works - with a coloured skull inside a roiling black flame).

Great and FREE! What more can you ask for?



Rating:
[5 of 5 Stars!]
Astrozombies Must Die!: A Bulldogs! Adventure Scenario
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